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Post by Deleted on Apr 20, 2018 17:22:41 GMT
Sure, it was a mistake on Bioware's part (an undeniable plot hole, iMO). Still, why make out like it's some sort of personal insult and allow it to annoy you for 10 years. That "ship crashed 10 years ago." (joking - just couldn't resist). Nah, TBH, I couldn't write it better. Sure, it feels like a personal insult the way I wrote it, but the fact is that is quite saddening to say that from that time on, we all started to see how Bioware contradicted itself with some things. I mean, looking back, there were some moral dillemas or occasions ME2 could've done better if explored properly in ME1. Cerberus being a pure evil organization for the sake of being evil to "Hey, we're not all bad!", Shep having to work with Cerberus despite being a Sole Survivor and having no significant mentioning of it at all on the story. The fact that we all knew how secretive being the Shadow Broker was and Liara can't just go to the Presidium in ME3 without going on top of a table and yelling "Everyone! I'm the Shadow Broker!" Look, it's annoying when you think about it, but just when you think about it. ME is a great game, with countless of contradictions and non-sense things, but that doesn't keep me from playing or carrying on with my life without complaining in every single post here on this forum, like many do. Thing is, this thread was, in fact, to say somethings that were annoying, so I couldn't pass the oportunity I hear you. In my mind, all they had to do to fix it was change it so that "the ship crashed 18 months ago" and accelerate the perceived effects of the toxic food a bit. The initial search could have still lasted, say, 6 months and Jacob could easily have still been estranged from his father for a longer period. "a year living in a juvenile fantasy" works as good as a line as "10 years..." etc. It also seems more reasonable that the ship would only be carrying food to last a few months that could be stretched to last 18 months, rather than stretching it to last 10 years. IIRL, I certainly don't want to be eating canned goods that old.
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Post by sugarless on May 13, 2018 10:34:01 GMT
Ok this list is about the sexiest frigate in gaming history.... a little ocd but still annoying af
The alliance retro fit team truly fucked up OHS regs with these chunky cords all over the floor...trip over much
No snazzy wall coverings such as those stainless steel panels provided by Cerberus
No mess hall sergeant but plenty of mess
Laptops on the floor in the cockpitMessy CIC area - more chunky tubes to trip over on and random boxes just shoved in the corner.
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Post by themikefest on May 14, 2018 3:13:59 GMT
On Sur'Kesh, if Kirrahe is alive, he will say hello to Liara and Garrus, if both are taken on the mission. In ME1, its possible both have never met him, depending on the players playthrough, whereas Tali and A/K are guaranteed to meet him. I would be curious what dialogue they would exchange with each other, if they were available for the mission. Most likely just saying 'How's it going' or something similar, but still.....
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Post by flyingsquirrel on May 15, 2018 15:00:39 GMT
What's with those "tripod" creatures that wander around during the first part of Virmire? Most animals have the sense to run away from vehicles, loud noises, and explosions, but they will walk right into the line of fire if I'm not careful. OTOH, it's not like the geth are targeting them or that hitting or not hitting them is part of the mission. Why did Bioware put them there?
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Post by opuspace on May 15, 2018 15:15:22 GMT
What's with those "tripod" creatures that wander around during the first part of Virmire? Most animals have the sense to run away from vehicles, loud noises, and explosions, but they will walk right into the line of fire if I'm not careful. OTOH, it's not like the geth are targeting them or that hitting or not hitting them is part of the mission. Why did Bioware put them there? Maybe they're like crabs or lobsters. But less able to discern what dangers there are because they rely on their chitin plating like a turtle does for protection. Now I want to know if they're edible.
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Post by AnDromedary on May 15, 2018 15:45:24 GMT
Ok this list is about the sexiest frigate in gaming history.... a little ocd but still annoying af *snip* In fairness, the retrofit wasn't finished by the time the reapers attacked, so it makes sense that the ship looks unfinished and quite messy at the start. I do agree though that it would have been cool if over the course of the game (especially once you've been to the Citadel a couple of times) the ship's interior changed to a more finished look. Wouldn't even have been a problem from the tech side. The Extended Galaxy Map Mod proves very impressively that it would have been possible to modify the ship throughout the game.
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Post by dmc1001 on May 16, 2018 3:46:25 GMT
In fairness, the retrofit wasn't finished by the time the reapers attacked, so it makes sense that the ship looks unfinished and quite messy at the start. I do agree though that it would have been cool if over the course of the game (especially once you've been to Citadel a couple of times) the ship's interior changed to a more finished look. Particularly true if you have the Citadel DLC installed and get that forced shore leave to get a "space tire rotation".
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Post by sageoflife on May 16, 2018 4:39:13 GMT
The fact that so many problems are caused by the good guys not being able to communicate with each other. *gives Liara a dirty look*
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Post by sugarless on May 17, 2018 12:41:43 GMT
Ok this list is about the sexiest frigate in gaming history.... a little ocd but still annoying af *snip* In fairness, the retrofit wasn't finished by the time the reapers attacked, so it makes sense that the ship looks unfinished and quite messy at the start. I do agree though that it would have been cool if over the course of the game (especially once you've been to Citadel a couple of times) the ship's interior changed to a more finished look. Wouldn't even have been a problem from the tech side. The Extended Galaxy Map Mod proves very impressively that it would have been possible to modify the ship throughout the game. They had two years....plenty of time! Aside from that, I also felt that the Citadel should not have been left in the exact same state of disrepair/damage for the rest of the game (after the Cerberus coup). Not sure if Bioware were slacking or they were making out that the time lapse between the coup and the end of the Citadel (as we knew it) was short.
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Post by AnDromedary on May 17, 2018 17:26:21 GMT
In fairness, the retrofit wasn't finished by the time the reapers attacked, so it makes sense that the ship looks unfinished and quite messy at the start. I do agree though that it would have been cool if over the course of the game (especially once you've been to Citadel a couple of times) the ship's interior changed to a more finished look. Wouldn't even have been a problem from the tech side. The Extended Galaxy Map Mod proves very impressively that it would have been possible to modify the ship throughout the game. They had two years....plenty of time! Aside from that, I also felt that the Citadel should not have been left in the exact same state of disrepair/damage for the rest of the game (after the Cerberus coup). Not sure if Bioware were slacking or they were making out that the time lapse between the coup and the end of the Citadel (as we knew it) was short. Huh? They had less than 6 months to work on the Normandy, not 2 years. I'd say it's pretty incredible they managed to basically dismantle and completely rebuild the entire CIC deck in that time. Agreed on the Citadel. I mean, I get that it's war and resources might be better spent elsewhere, but how difficult can it be to at least clean up some of the superficial damage that we see. Seems to me that would also have been important for moral, to be reminded that it;s possible to recover from such things, etc. Uh, as you say, it was probably a time/resource issue on the dev side. Not sure if I'd call it slacking, probably rather a really tight schedule to make that game in less than 2 years.
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Post by Deleted on May 17, 2018 17:36:21 GMT
In fairness, the retrofit wasn't finished by the time the reapers attacked, so it makes sense that the ship looks unfinished and quite messy at the start. I do agree though that it would have been cool if over the course of the game (especially once you've been to Citadel a couple of times) the ship's interior changed to a more finished look. Wouldn't even have been a problem from the tech side. The Extended Galaxy Map Mod proves very impressively that it would have been possible to modify the ship throughout the game. They had two years....plenty of time! Aside from that, I also felt that the Citadel should not have been left in the exact same state of disrepair/damage for the rest of the game (after the Cerberus coup). Not sure if Bioware were slacking or they were making out that the time lapse between the coup and the end of the Citadel (as we knew it) was short. Shepard turned in the Normandy when he/she returned to earth and was immediately incarcerated... total time less than 6 months.
The Citadel stays as it is to ensure the various side quests that unlock after Citadel II stay open and available to the player right up until the end game. Also, the player has the option of not doing those side quests and speeding through to the end in 4 (edited: 6) missions (Geth Dreadnought, Rannoch, (ETA: Thessia, Sanctuary), Cerberus HQ, and London), so the timeline for the endgame can be quite short. The more open-world these games get, the more the timeline looks skewed.
<iframe style="position: absolute; width: 23.960000000000036px; height: 6.200000000000017px; z-index: -9999; border-style: none;left: 15px; top: -5px;" id="MoatPxIOPT0_93956098" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 1124px; top: -5px;" id="MoatPxIOPT0_32059597" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 15px; top: 263px;" id="MoatPxIOPT0_24105469" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 1124px; top: 263px;" id="MoatPxIOPT0_85523412" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe>
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Post by themikefest on May 17, 2018 17:42:29 GMT
Also, the player has the option of not doing those side quests and speeding through to the end in 4 missions (Geth Dreadnought, Rannoch, Cerberus HQ, and London), Thessia and Sanctuary have to be completed. Those can't be avoided
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Post by Deleted on May 17, 2018 17:46:51 GMT
Also, the player has the option of not doing those side quests and speeding through to the end in 4 missions (Geth Dreadnought, Rannoch, Cerberus HQ, and London), Thessia and Sanctuary have to be completed. Those can't be avoided Oops... yes, those two totally slipped my mind. I'll revise my post. Thanks.
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Post by themikefest on May 17, 2018 17:55:21 GMT
After the dreadnought mission, Hackett will say its been a few weeks....I will assume few to mean 3. Then on the presidium, Tali will mention its been exactlty 3 years since Shepard rescued her. At the fob, Shepard will mention its been a few months since last seeing Earth. I would guess ME3 lasts between 6-12 weeks. I do agree that some of the damage seen on the Citadel after the coup should have been cleaned up. More for safety reasons than anything, but I doubt they would have enough time and manpower to repair everything before the station was moved.
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Post by sugarless on May 17, 2018 19:03:46 GMT
They had two years....plenty of time! Aside from that, I also felt that the Citadel should not have been left in the exact same state of disrepair/damage for the rest of the game (after the Cerberus coup). Not sure if Bioware were slacking or they were making out that the time lapse between the coup and the end of the Citadel (as we knew it) was short. Huh? They had less than 6 months to work on the Normandy, not 2 years. I'd say it's pretty incredible they managed to basically dismantle and completely rebuild the entire CIC deck in that time. Agreed on the Citadel. I mean, I get that it's war and resources might be better spent elsewhere, but how difficult can it be to at least clean up some of the superficial damage that we see. Seems to me that would also have been important for moral, to be reminded that it;s possible to recover from such things, etc. Uh, as you say, it was probably a time/resource issue on the dev side. Not sure if I'd call it slacking, probably rather a really tight schedule to make that game in less than 2 years. Yikes, got my wires crossed - yes 6 months, but regardless, they (alliance plus other races) manage to build the Crucible from scratch in record time, why not complete the Normandy
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Post by AnDromedary on May 17, 2018 19:08:22 GMT
They had two years....plenty of time! Aside from that, I also felt that the Citadel should not have been left in the exact same state of disrepair/damage for the rest of the game (after the Cerberus coup). Not sure if Bioware were slacking or they were making out that the time lapse between the coup and the end of the Citadel (as we knew it) was short. Shepard turned in the Normandy when he/she returned to earth and was immediately incarcerated... total time less than 6 months. The Citadel stays as it is to ensure the various side quests that unlock after Citadel II stay open and available to the player right up until the end game. Also, the player has the option of not doing those side quests and speeding through to the end in 4 (edited: 6) missions (Geth Dreadnought, Rannoch, (ETA: Thessia, Sanctuary), Cerberus HQ, and London), so the timeline for the endgame can be quite short. The more open-world these games get, the more the timeline looks skewed.
<iframe style="position: absolute; width: 23.960000000000036px; height: 6.200000000000017px; z-index: -9999; border-style: none;left: 15px; top: -5px;" id="MoatPxIOPT0_93956098" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 1124px; top: -5px;" id="MoatPxIOPT0_32059597" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 15px; top: 263px;" id="MoatPxIOPT0_24105469" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 1124px; top: 263px;" id="MoatPxIOPT0_85523412" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> Well, technically, it would still have been possible to implement something as mission counters and such things are not a problem for the engine (and are used in ME3 already for other things) and since the files that store the environment layout are not the same as those controlling NPCs and quest logic (BioA vs. BioD files). But anyway, either the devs didn't want to do it or they ran out of time and had to prioritize. Either way, it's not a biggy, I'd say.
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Post by Deleted on May 17, 2018 19:25:08 GMT
Shepard turned in the Normandy when he/she returned to earth and was immediately incarcerated... total time less than 6 months. The Citadel stays as it is to ensure the various side quests that unlock after Citadel II stay open and available to the player right up until the end game. Also, the player has the option of not doing those side quests and speeding through to the end in 4 (edited: 6) missions (Geth Dreadnought, Rannoch, (ETA: Thessia, Sanctuary), Cerberus HQ, and London), so the timeline for the endgame can be quite short. The more open-world these games get, the more the timeline looks skewed.
<iframe style="position: absolute; width: 23.960000000000036px; height: 6.200000000000017px; z-index: -9999; border-style: none;left: 15px; top: -5px;" id="MoatPxIOPT0_93956098" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 1124px; top: -5px;" id="MoatPxIOPT0_32059597" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 15px; top: 263px;" id="MoatPxIOPT0_24105469" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> <iframe style="position: absolute; width: 23.96px; height: 6.2px; z-index: -9999; border-style: none; left: 1124px; top: 263px;" id="MoatPxIOPT0_85523412" scrolling="no" width="23.960000000000036" height="6.200000000000017"></iframe> Well, technically, it would still have been possible to implement something as mission counters and such things are not a problem for the engine (and are used in ME3 already for other things) and since the files that store the environment layout are not the same as those controlling NPCs and quest logic (BioA vs. BioD files). But anyway, either the devs didn't want to do it or they ran out of time and had to prioritize. Either way, it's not a biggy, I'd say. Bioware have generally left NPC's where they originally placed them and just left them open to converse with again when turning in a mission. It was thus in ME and ME2 and, TBH, I didn't expect anything more sophisticated in ME3. Citadel II was the first I can recall where Bioware had a physically damaging attack on a facility to which the player could return after the attack. Feros in ME1 showed no visible damage and the Citadel attack occurred at the end of the game. Ditto in ME2 in that none of the places we could go back to were altered by an attack.
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Post by AnDromedary on May 17, 2018 19:30:18 GMT
Well, technically, it would still have been possible to implement something as mission counters and such things are not a problem for the engine (and are used in ME3 already for other things) and since the files that store the environment layout are not the same as those controlling NPCs and quest logic (BioA vs. BioD files). But anyway, either the devs didn't want to do it or they ran out of time and had to prioritize. Either way, it's not a biggy, I'd say. Bioware have generally left NPC's where they originally placed them and just left them open to converse with again when turning in a mission. It was thus in ME and ME2 and, TBH, I didn't expect anything more sophisticated in ME3. Citadel II was the first I can recall where Bioware had a physically damaging attack on a facility to which the player could return after the attack. Feros in ME1 showed no visible damage and the Citadel attack occurred at the end of the game. Ditto in ME2 in that none of the places we could go back to were altered by an attack. That is true. Just agreeing with sugarless and saying, it would have been a nice detail to see some repairs done and technically possible. But as I said, it's a very small detail.
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Post by Deleted on May 17, 2018 19:37:25 GMT
Bioware have generally left NPC's where they originally placed them and just left them open to converse with again when turning in a mission. It was thus in ME and ME2 and, TBH, I didn't expect anything more sophisticated in ME3. Citadel II was the first I can recall where Bioware had a physically damaging attack on a facility to which the player could return after the attack. Feros in ME1 showed no visible damage and the Citadel attack occurred at the end of the game. Ditto in ME2 in that none of the places we could go back to were altered by an attack. That is true. Just agreeing with sugarless and saying, it would have been a nice detail to see some repairs done and technically possible. But as I said, it's a very small detail. I'm not saying that it wouldn't be nice. It would. It would have been even nicer to see drastic changes to the environment in ME:A after having activated the vaults and to continue to see it change as more "time" elapsed after doing it.
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Post by dmc1001 on May 18, 2018 4:08:32 GMT
I'm not saying that it wouldn't be nice. It would. It would have been even nicer to see drastic changes to the environment in ME:A after having activated the vaults and to continue to see it change as more "time" elapsed after doing it. Not truly realistic in the short timeframe in which MEA took place. Another game later, maybe we'd see something happen.
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Post by sugarless on May 18, 2018 7:10:28 GMT
Bioware have generally left NPC's where they originally placed them and just left them open to converse with again when turning in a mission. It was thus in ME and ME2 and, TBH, I didn't expect anything more sophisticated in ME3. Citadel II was the first I can recall where Bioware had a physically damaging attack on a facility to which the player could return after the attack. Feros in ME1 showed no visible damage and the Citadel attack occurred at the end of the game. Ditto in ME2 in that none of the places we could go back to were altered by an attack. That is true. Just agreeing with sugarless and saying, it would have been a nice detail to see some repairs done and technically possible. But as I said, it's a very small detail. Indeed, the Citadel looked like the attack had just happened even with smoke plumes still billowing from a few areas and the same npcs standing there scratching their heads....very noticeable (annoying!). Not a small detail for some of us
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Post by Deleted on Jun 8, 2018 6:19:32 GMT
What are some things in the trilogy that shouldn't matter but really pissed you the hell off? For me it's Mordin. He's awesome but it had to be him, someone else might've gotten it wrong. Heey, remember Mordin? "Had to be me, someone else might've gotten it wrong!". I think he was an amazing character because someone else might've gotten it wrong. He cured the genophage cuz someone else might've gotten it wrong. Has this line lost all its meaning yet? Also, the quest log in ME3, that annoying place on Illium in ME2 that randomly causes the game to crash. ME1 never checking the Conrad Verner plotflags correctly leaving him to claim you shoved the gun in his face in 2 every time. Bring it! I agree with that point on our beloved Salarian good guy mad scientist and even ranted on it shortly after release of ME3. My biggest problem with it was the fact that it was used too much to me. Sure it was only 3-4 times but it shouldn't be his calling card. Biggest gripe in the trilogy, particularly ME3, is the gross overuse of the phrase "my people." Just count the amount of times Tali or Turia Suicida (whatserface from Blowmega) says it. From that dlc alone I got to about 15 times. It got beyond annoying.
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Post by Link"Guess"ski on Jun 8, 2018 11:53:35 GMT
What are some things in the trilogy that shouldn't matter but really pissed you the hell off? For me it's Mordin. He's awesome but it had to be him, someone else might've gotten it wrong. Heey, remember Mordin? "Had to be me, someone else might've gotten it wrong!". I think he was an amazing character because someone else might've gotten it wrong. He cured the genophage cuz someone else might've gotten it wrong. Has this line lost all its meaning yet? Also, the quest log in ME3, that annoying place on Illium in ME2 that randomly causes the game to crash. ME1 never checking the Conrad Verner plotflags correctly leaving him to claim you shoved the gun in his face in 2 every time. Bring it! I agree with that point on our beloved Salarian good guy mad scientist and even ranted on it shortly after release of ME3. My biggest problem with it was the fact that it was used too much to me. Sure it was only 3-4 times but it shouldn't be his calling card. Biggest gripe in the trilogy, particularly ME3, is the gross overuse of the phrase "my people." Just count the amount of times Tali or Turia Suicida (whatserface from Blowmega) says it. From that dlc alone I got to about 15 times. It got beyond annoying. The writing in ME3 is shit, you say? No way! Really?
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Post by Deleted on Jun 8, 2018 15:52:28 GMT
I agree with that point on our beloved Salarian good guy mad scientist and even ranted on it shortly after release of ME3. My biggest problem with it was the fact that it was used too much to me. Sure it was only 3-4 times but it shouldn't be his calling card. Biggest gripe in the trilogy, particularly ME3, is the gross overuse of the phrase "my people." Just count the amount of times Tali or Turia Suicida (whatserface from Blowmega) says it. From that dlc alone I got to about 15 times. It got beyond annoying. The writing in ME3 is shit, you say? No way! Really? Thanks, Tips. If you paid any attention to my post you'd know I'm well aware that ME3 has shitty writing but I'm able to keep my head out of my ass and see that some of it is damned good writing.
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vortex13
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
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Post by Vortex13 on Jun 8, 2018 18:37:42 GMT
Things that annoyed me in the ME trilogy? Hmm, well there are several big issues and quite a few smaller ones, but if I had to stick with the most annoying aspect then I would go with: Human exceptionalism.
Okay, maybe that term isn't exactly accurate, as I had no problems with humanity working through some problems on their own, but the way how humans are constantly portrayed as the literal ubersmench of the setting is when things begin to get annoying. According to the lore, humanity has been in contact with the greater galactic society for less than thirty years as of the start of ME 1. We're the newest of newcomers in a civilization spanning thousands of years. Yet during that incredibly brief window our species has somehow been able to:
• Establish an embassy on the Citadel (with our own separate office to boot), and is actively being considered for Spectre status. • We've created and successfully marketed a medical breakthrough in the form of Medi-gel; despite knowing next to nothing of xeno-biology compared to the rest of the galaxy's scientific community, and the Council's extremely stringent restrictions on genetic engineering; what's more, they aren't even taxing us on the sale of the stuff. • We are apparently the only species in existence to conceive of the concept of warships carrying smaller warships; as our 'carrier' designs confounded the resident military commanders of the galaxy; despite them being a space-age society since before Rome fell and humans even thought about sailing across the Atlantic. • We are all economic savants as well, seeing as how the Alliance, and several private citizens' collective wealth outstrips even that of the Volus; the ones who created the economic system of the entire galaxy, and who have been doing business for thousands of years. • The Salarians are in awe of our scientific accomplishments too. We've invented Medi-gel and (as of ME 2) are able to literally bring dead people back to life. Even Mordin can't stop gushing about how 'genetically diverse' we are as a species and how much more impressive we are when compared with all other sapient life in the galaxy. • Our biotic potential, despite only being exposed to it for less than thirty years, somehow rivals even that of the Asari (a species that evolved to be naturally biotic on their home world).
What's more, the actions that humanity and the Alliance gets away with during the series present an obvious double standard for our species when compared to the rest of the galaxy.
• Humans can dabble in genetic engineering (Medi-gel) and not get slapped with massive fines and sanctions that any other species would encounter. We can also actively pursue research into the development of AI (with both EDI and SAM. Project OVERLORD if you want to get technical), despite the Council's ban, and not even get so much as a slap on the wrist. Meanwhile the Quarians are saddled with infractions, fines, and literally ostracized from society for their creation of the Geth; which weren't' even intended to be AI in the first place.
• We get to loophole our way around the Treaty of Firlaxian, thanks to our carriers, without the Turians so much as batting an eye, but the Batarians try something similar and they are labeled as dangerous and hit with fines and trade embargoes, before ultimately being kicked out of polite society altogether.
•We can have an all human lead Council (as a potential outcome of ME 1) and every single major alien race just bends over an takes it. The actions of a pro-human terrorist group doesn't sour galactic opinion of humanity either; but xenophobic tendencies of a few Batarian groups suddenly label their entire species as "space racists".
I get that the game was made by humans for humans, but if we're just going to go with juvenile power fantasies, and be automatically better at everything compared to everyone else, then why bother with the inclusion of aliens at all? Seriously, consider how much more nuanced the setting would be if humanity wasn't there as this god-tier species that can do no wrong and always comes out on top.
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